How does it work?
It's a Rounds & Laps gamemode combined in one script, with KO system. Knockout starts after previous one's end, if there are at least 2 players on the server. The most important rules are kept! One Knockout can be played on several maps using both Round and Laps modes! :d

Warning: the mode doesn't allow players to leave the server/switch to spectator - players doing that are removed from the racing list until next Knockout begins.

Rounds Mode rules (non-multilap maps)

At the map beginning all players join the Knockout.

Every round end the slowest player or all DNFs are KO (they aren't forced to spectate, they're just not spawning). Players are noticed about the round winner (first player to reach finish line) with status message on top of the screen.

If someone gives up (press Delete) he gets KO and all players, that finished map are safe (DNFs are KO too).

The rounds amount on map can be infinite or fixed. When fixed, after n rounds Knockout continues on next map. Next map can be in both Rounds or Laps mode.

Laps Mode rules

All players are spawned at the start of the map.

Each lap, when the player in front of last guy cross finish line, last player is KO (except if first player doubled at least 2 players, KO isn't forced to spectate, he's just not spawning). Players are noticed about next lap with status message on top of the screen.

If someone gives up (press Delete) he gets KO and all players are safe when first player passes next lap.

The laps amount on map can be infinite or fixed. When fixed, after n laps Knockout continues on next map. Next map can be in both Rounds or Laps mode.

Additional functions

Players gain points for surviving KOs of other players. 1 point for each racing player when someone is KO.

During both Laps and Rounds players that are still racing are dynamically sorted in ranking exactly like in original Laps mode, by amount of checkpoints passed and the time. At the round/map end players are sort by points amount back.

In Laps mode current player times are shown in ranking.

While playing, in ranking all racing players have white cards and all others (including spectators) are black.

Each round end players, that are still racing are colorized: green if they pass to the next round and red if they are KO.

When someone gives up, status message is displayed on screen.

Tools for event administrators

S_RoundsPerMap
Amount of maps on each map. If set 0 or below rounds are infinite. Otherwise map is played n rounds and after that Knockout continues on the next map.

S_ForceLapsNb
Set number of laps. If set 0 or below laps are infinite. Otherwise players can drive n amount of laps, then Knockout continues on the next map. Players that don't finish after timeout aren't KO.

S_AdminHoldStart (hidden)
Setting it True will prevent server from starting the next Knockout, until it's set back to False (server stay in "Waiting for players" mode with Time Attack minigame).

S_AdminSetPause (hidden)
Setting it True will pause mode before the next round until it's sat back to False. Pause is actually Time Attack minigame that can be played also by KO players. Players are sort by the fastest time and after resuming the mode everything goes back to normal.

BugMania 2
The mode is still in development. You may encounter some bugs/glitches. If you found something tiny or huge exploit, please fost it in this forum thread, or send me PM. I'm also open to hear from you any suggestions/wishes.

1.3
+ Fixed most bugs.
+ New Laps knocking system: last player is KO, when someone in front of him cross finish line.
+ Added Update Checker library: display notification if any script used by the mode has available update on my GitHub! Checks for update always when new map begins.

#Const Description _("""$fffIn $f00Rounds$fff mode, the goal is to win a maximum number of $f00points.
$fffThe rounds mode consists of $f00a series of races$fff.
When you finish a race in a good $f00position$fff, you get $f00points$fff, added to your total.
The $f00winner$fff is the first player whose total reaches the $f00point limit$fff (30 for example).""")

PS: I want to include support into UASECO... trying it today.

Developer of UASECO, a controller with support of the Modescript Gamemodes for TM².
Visit the official website for more: UASECO.org

Developer of various plugins for XAseco/XAseco2 and MPAseco, visit my lab: www.undef.name

I'll also prepare some XML-RPC callbacks:
- player added to Knockout,
- when player is knock out,
- winner login,
- players round time [Rounds],
- players total time [Laps],
- time attack will send players times too.

In future I'll try some way to re-add specified player to the match or remove someone (probably 2 hidden settings).